本文整理匯總了C++中Ambient_Sounds_Remove_All_Looping_Sounds函數的典型用法代碼示例。如果您正苦於以下問題:C++ Ambient_Sounds_Remove_All_Looping_Sounds函數的具體用法?C++ Ambient_Sounds_Remove_All_Looping_Sounds怎麽用?C++ Ambient_Sounds_Remove_All_Looping_Sounds使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。
在下文中一共展示了Ambient_Sounds_Remove_All_Looping_Sounds函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。
示例1: Ambient_Sounds_Remove_All_Non_Looping_Sounds
bool SceneScriptUG17::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1000.0f, 67.96f, -1539.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(353);
Set_Enter(87, kSceneUG15);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1013.0f, 67.96f, -1892.0f, 0, 1, false, 0)) {
Actor_Face_Heading(kActorMcCoy, 89, false);
if (Global_Variable_Query(kVariableChapter) == 5) {
Actor_Says(kActorMcCoy, 8522, 14);
} else {
Loop_Actor_Travel_Ladder(kActorMcCoy, 10, 1, 0);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(448);
Set_Enter(17, kSceneTB03);
}
}
return true;
}
return false;
}
示例2: Ambient_Sounds_Remove_All_Non_Looping_Sounds
bool SceneScriptUG16::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -322.0f, -34.0f, -216.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(355);
Set_Enter(87, kSceneUG15);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -322.0f, -34.0f, -404.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(153);
Set_Enter(87, kSceneUG15);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -316.78f, -34.88f, -533.27f, 0, 1, false, 0)) {
Actor_Face_Heading(kActorMcCoy, 0, false);
Loop_Actor_Travel_Stairs(kActorMcCoy, 13, 1, 0);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(551);
Set_Enter(36, kSceneDR06);
}
return true;
}
return false;
}
示例3: Ambient_Sounds_Remove_All_Non_Looping_Sounds
bool SceneScriptUG06::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 23.0f, 0.0f, 321.0f, 0, true, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagUG06toUG04);
Set_Enter(kSetUG04, kSceneUG04);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 66.0f, 0.0f, -90.0f, 0, true, false, 0)) {
Actor_Face_Heading(kActorMcCoy, 0, false);
Loop_Actor_Travel_Stairs(kActorMcCoy, 17, 1, kAnimationModeIdle);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 66.0f, 153.0f, -446.0f, 0, false, false, 0);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagUG06toNR01);
Set_Enter(kSetNR01, kSceneNR01);
}
return true;
}
return false;
}
示例4: Ambient_Sounds_Remove_All_Non_Looping_Sounds
bool SceneScriptBB07::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -615.0f, 252.59f, -1018.0f, 0, true, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Overlay_Remove("BB07OVER");
Game_Flag_Set(kFlagBB07toBB05);
Set_Enter(kSetBB05, kSceneBB05);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -619.0f, 252.59f, -1136.0f, 0, true, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Overlay_Remove("BB07OVER");
Game_Flag_Set(kFlagBB07toBB12);
Set_Enter(kSetBB12, kSceneBB12);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -551.0f, 252.59f, -1004.0f, 0, true, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Overlay_Remove("BB07OVER");
Game_Flag_Set(kFlagBB07toBB06);
Set_Enter(kSetBB06_BB07, kSceneBB06);
}
return true;
}
return false;
}
示例5: Ambient_Sounds_Remove_All_Non_Looping_Sounds
bool SceneScriptCT08::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -183.0f, 0.0f, 128.0f, 0, true, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagCT08toCT09);
Set_Enter(kSetCT09, kSceneCT09);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -11.0f, 0.0f, -156.0f, 0, true, false, 0)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 0.0f, 0.0f, -102.0f, 0, false, false, 0);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagCT08toCT51);
Set_Enter(kSetCT08_CT51_UG12, kSceneCT51);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -143.0f, 0.0f, -92.0f, 0, true, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagCT08toCT06);
Set_Enter(kSetCT06, kSceneCT06);
}
return true;
}
return false;
}
示例6: Ambient_Sounds_Remove_All_Non_Looping_Sounds
bool SceneScriptBB07::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -615.0f, 252.59f, -1018.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Overlay_Remove("BB07OVER");
Game_Flag_Set(300);
Set_Enter(22, 6);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -619.0f, 252.59f, -1136.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Overlay_Remove("BB07OVER");
Game_Flag_Set(364);
Set_Enter(102, 120);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -551.0f, 252.59f, -1004.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Overlay_Remove("BB07OVER");
Game_Flag_Set(362);
Set_Enter(2, 7);
}
return true;
}
return false;
}
示例7: Actor_Face_Heading
bool ScriptBB08::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, 204.0f, 0.1f, 94.0f, 0, 1, false, 0)) {
Actor_Face_Heading(0, 256, false);
Footstep_Sound_Override_On(2);
Loop_Actor_Travel_Ladder(0, 8, 1, 0);
Footstep_Sound_Override_Off();
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(218);
Set_Enter(24, 10);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(0, 247.0f, 0.1f, 27.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(506);
Set_Enter(102, 120);
}
return true;
}
return false;
}
示例8: Player_Loses_Control
bool SceneScriptBB04::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -92.0f, -26.6f, 45.0f, 0, true, false, false)) {
Player_Loses_Control();
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -15.0f, -25.17f, 45.0f, 0, false, false, false);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagBB04toBB02);
Game_Flag_Set(kFlagBB02ElevatorDown);
Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB02);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -107.0f, -26.6f, 397.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagBB04toBB03);
Set_Enter(kSetBB03, kSceneBB03);
}
return true;
}
return false;
}
示例9: Ambient_Sounds_Remove_All_Non_Looping_Sounds
bool ScriptKP05::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, -802.0f, 0.0f, 972.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(420);
Set_Enter(46, 43);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(0, -1142.0f, 0.0f, 932.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(575);
Set_Enter(47, 44);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(0, -868.0f, 0.0f, -68.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(576);
Async_Actor_Walk_To_XYZ(0, -868.0f, 0.0f, -216.0f, 0, false);
Set_Enter(9, 46);
}
return true;
}
return false;
}
示例10: Ambient_Sounds_Remove_All_Non_Looping_Sounds
void ScriptMA04::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
if (Game_Flag_Query(678)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Outtake_Play(1, 0, -1);
Game_Flag_Reset(678);
}
}
示例11: Ambient_Sounds_Remove_All_Non_Looping_Sounds
void SceneScriptRC01::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
if (!Game_Flag_Query(kFlagRC01toRC02)
&& !Game_Flag_Query(kFlagRC01toRC03)
&& Global_Variable_Query(kVariableChapter) == 1
) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Outtake_Play(kOuttakeAway2, true, -1);
}
// return 1;
}
示例12: Ambient_Sounds_Remove_All_Non_Looping_Sounds
bool ScriptCT12::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, -419.14999f, -6.5f, 696.94f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Game_Flag_Set(88);
Set_Enter(4, 13);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(0, -182.69f, -6.5f, 696.94f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(89);
Set_Enter(5, 15);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(0, -386.13f, -6.5f, 1132.72f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(90);
Set_Enter(28, 17);
}
return true;
}
if (exitId == 3) {
if (!Loop_Actor_Walk_To_XYZ(0, -493.0f, -6.5f, 1174.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(91);
Set_Enter(33, 23);
}
return true;
}
if (exitId == 4) {
if (!Loop_Actor_Walk_To_XYZ(0, -292.0f, -6.5f, 990.0f, 0, 1, false, 0)) {
if (Global_Variable_Query(1) == 4) {
Game_Flag_Set(629);
}
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(433);
Set_Enter(82, 94);
}
return true;
}
return false;
}
示例13: Ambient_Sounds_Remove_All_Non_Looping_Sounds
bool SceneScriptCT12::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -419.15f, -6.5f, 696.94f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Game_Flag_Set(88);
Set_Enter(4, kSceneCT01);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -182.69f, -6.5f, 696.94f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(89);
Set_Enter(5, kSceneCT03);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -386.13f, -6.5f, 1132.72f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(90);
Set_Enter(28, kSceneCT05);
}
return true;
}
if (exitId == 3) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -493.0f, -6.5f, 1174.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(91);
Set_Enter(33, kSceneCT11);
}
return true;
}
if (exitId == 4) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -292.0f, -6.5f, 990.0f, 0, 1, false, 0)) {
if (Global_Variable_Query(kVariableChapter) == 4) {
Game_Flag_Set(629);
}
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(433);
Set_Enter(82, kSceneUG09);
}
return true;
}
return false;
}
示例14: Ambient_Sounds_Remove_All_Non_Looping_Sounds
void SceneScriptCT01::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
if (Game_Flag_Query(kFlagCT01toCT12)) {
Ambient_Sounds_Remove_Looping_Sound(55, true);
Ambient_Sounds_Remove_Looping_Sound(56, true);
} else {
Ambient_Sounds_Remove_All_Looping_Sounds(1);
}
Music_Stop(5);
if (!Game_Flag_Query(kFlagMcCoyInChinaTown) && Global_Variable_Query(kVariableChapter) == 1) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Outtake_Play(kOuttakeTowards3, true, -1);
}
}
示例15: Actor_Set_Invisible
void SceneScriptAR01::PlayerWalkedOut() {
Actor_Set_Invisible(kActorMcCoy, false);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
if (!Game_Flag_Query(kFlagMcCoyInHawkersCircle)) {
Music_Stop(2);
}
if (!Game_Flag_Query(kFlagAR01toHC01)
&& !Game_Flag_Query(kFlagAR01toAR02)
) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Outtake_Play(kOuttakeTowards3, true, -1);
}
}